mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-14 05:35:08 +00:00
ebeea121ed
I just moved everything that was in start to awake. There are a few other changes I made, like using init functions rather than awake in scripts that depended on something that was initialized in another script's awake (to make sure things always happen in the right order), as well as some other stuff in some specific minigames
101 lines
No EOL
3.6 KiB
C#
101 lines
No EOL
3.6 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games
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{
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using Scripts_SpaceSoccer;
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public class SpaceSoccer : Minigame
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{
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[Header("Components")]
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[SerializeField] private GameObject ballRef;
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[SerializeField] private List<Kicker> kickers;
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[SerializeField] private GameObject Background;
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[SerializeField] private Sprite[] backgroundSprite;
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[Header("Properties")]
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[SerializeField] private bool ballDispensed; //unused
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public static SpaceSoccer instance { get; private set; }
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private void Awake()
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{
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instance = this;
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/*for (int x = 0; x < Random.Range(9, 12); x++)
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{
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for (int y = 0; y < Random.Range(6, 9); y++)
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{
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GameObject test = new GameObject("test");
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test.transform.parent = Background.transform;
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test.AddComponent<SpriteRenderer>().sprite = backgroundSprite[Random.Range(0, 2)];
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test.GetComponent<SpriteRenderer>().sortingOrder = -50;
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test.transform.localPosition = new Vector3(Random.Range(-15f, 15f), Random.Range(-15f, 15f));
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test.transform.localScale = new Vector3(0.52f, 0.52f);
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}
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}*/
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}
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private void Update()
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{
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}
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public override void OnGameSwitch(float beat)
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{
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foreach(Beatmap.Entity entity in GameManager.instance.Beatmap.entities)
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{
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if(entity.beat > beat) //the list is sorted based on the beat of the entity, so this should work fine.
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{
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break;
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}
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if(entity.datamodel != "spaceSoccer/ball dispense" || entity.beat + entity.length <= beat) //check for dispenses that happen right before the switch
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{
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continue;
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}
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Dispense(entity.beat, false);
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break;
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}
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}
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public void Dispense(float beat, bool playSound = true)
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{
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ballDispensed = true;
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for (int i = 0; i < kickers.Count; i++)
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{
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Kicker kicker = kickers[i];
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if (i == 0) kicker.player = true;
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if (kicker.ball != null) return;
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GameObject ball = Instantiate(ballRef, transform);
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ball.SetActive(true);
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Ball ball_ = ball.GetComponent<Ball>();
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ball_.Init(kicker, beat);
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if (kicker.player && playSound)
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{
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DispenseSound(beat);
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}
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}
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}
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public static void DispenseSound(float beat)
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{
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MultiSound.Play(new MultiSound.Sound[]
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{
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new MultiSound.Sound("spaceSoccer/dispenseNoise", beat),
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new MultiSound.Sound("spaceSoccer/dispenseTumble1", beat),
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new MultiSound.Sound("spaceSoccer/dispenseTumble2", beat + 0.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble2B",beat + 0.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble3", beat + 0.75f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble4", beat + 1f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble5", beat + 1.25f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble6", beat + 1.5f),
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new MultiSound.Sound("spaceSoccer/dispenseTumble6B",beat + 1.75f),
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}, forcePlay:true);
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}
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}
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} |